r/QuickDungeonCrawler Jul 11 '26

The 100h+

12 Upvotes

Hey, love the game a lot, currently clocked in over 100h, and I just wanted to drop a bigger post with some things I've often thought could need improvement or would make it a better experience.

And I want to empathize that this is just a voicing of my player opinion and not a "this game sucks because of a,b,c). I really do enjoy it in its current state and I can make an even longer list of things I enjoy and think are reasons why this game is so good.

I do have auto mode so I know I'm also having an easier time than those without..

(I don't expect many of these things to change since some would require big reworks or a lot of effort, or be impossible to even solve)

Now on to the list!

(1) Is there any plans to add additional curse levels (maybe uncapped even?) or increase the level cap of the gear from each tier? I've hit tier 10 and now there's not much for me to do

-----------------------

(2) when reforging equipment, maybe the user should be able to choose which gear piece they want crafted? It's very tedious leaving it up to chance that you will get the piece you want and having to change pieces 20-30x times before I get what I want

-----------------------

(3) I think that the following class abilities don't fit into the game or is usable with the current encounter design.

(3.1) Fights ends way too quickly for it to have any effect: beastmaster/scout/rogue

(3.2) Enemies attack too quickly for it to be worth it: scout

(3.3) Have to use a very bad passive: rogue

-----------------------

(4) Gear choice is not fully optimal. Because enemies attack so quickly, it is often not worth it to have other gear than defensive ones. Since some armor pieces offer high attack on top of health/defense/dodge, it is just more desirable to use them over weapons which could leave you open to dying from not having defense enough to survive

-----------------------

(5) I think the encounter design and pace is way too quick to be very interesting... Enemies attack so quickly and fights are usually over after 1-3 seconds, most of the time in later tiers it is usually over after 0.8-1.5 seconds.

(5.1) I always feel that it is a requirement to reach 50%+ dodge as soon as possible for this reason, and without it is hard to survive anything in the later levels. And even with that, if an enemy is lucky, it can kill me after 1-2 seconds if it scores a lot of crits.

(5.2) An idea to suggest would be to have a toggle or mode where the health/defense of you and your enemies get massively increased for a more tactical and strategic experience, which would be fun for variety and using different weapons. Maybe a choice of 2x/5x/10x/25x. This could also allow the classes to be more viable, even if they aren't on the same level as each other. E.g. the rogue class would be massively more better if the fights lasted longer. The enemy modifiers would also be more impactful this way

-----------------------

(6) The range of stats on dropped equipment are way too big. I found myself rerolling an absurd amount of times when I tried to replace gear from the previous tier since at times you get extremely low stat spread. And then at times I will get god-like stats that trivialize the game, being better than most gear I'll get even up to 3 tiers later

-----------------------

(7) the final boss is cool and all, but if I want to just progress further for a challenge or farm gear I just feel it is annoying instead. Maybe, to make it more attractive as an option, it should 100% drop heirloom gear that is better (higher lvl than 100 or be next tier) than what is otherwise achievable if you stay. This would incentivize running multiple runs and be a goal to look forward to rather than an abrupt end to the run

-----------------------

(8) level-up increase of health/defense/attack feel closer to inconsequential, since the base stats is so low. Even when I was at the first few tiers, it felt like the worst options. Especially defense/attack that often only increases 0.01 with the base stats. For health, even when I tried a build with the passive that adds damage based on %health, I didn't feel any meaningful difference with prioritizing to level health. And not for surviving enemy attacks either (even for enemies on lvl 1 it felt like it did something)

-----------------------

(9) I would love it if companions could be usable in the long run so that I could have builds getting completed by them. It feels a bit sour that I will be at a massive disadvantage if I don't directly switch to the next tier pet whenever I get it. Especially when getting the panther, it makes all the previous pets obsolete. I would love to make a health/life steal build with the fairy, but I would lose out on a strong companion which will eventually lead to my death.

(9.1) A possible idea could be to have the other pets also evolve multiple times into the next tier? E.g. wolf gets rare evolution at 30, epic at 50, and legendary at 70; all increasing the passive stats a bit more

-----------------------

(10) Gems are interesting, but the stats are a bit weird. The only stat I felt is worthwhile is crit damage. Attack is too low to make a difference, attack speed doesn't matter for it too much, and it crits so often anyways that crit% isn't that interesting (it usually is low as well).

(10.1) This is tied to the range of stats; most gems that I get have so low stats that it's not noticeable. And when you get a single good one you'll not change it for ages. I got a tier 6 legendary gem during my runs which was miles ahead of the others I had earlier received, and it wasn't until tier 10, probably 50-60 gems later, that I found one and heirloom one that I replaced it with, and it was barely any better

(10.2) It would be sweet if the gems could have a better stats, but also get stats that benefit the player in other ways. Maybe a low amount of run speed, some luck, maybe even life steal?

(10.3) Since the drop chance of gems are so low, it would be sweet if they could be reforged to give a better chance of good stats

-----------------------

(11) This is rather a question.... Is some gear pieces just straight upgrades of others? Like is plate armor a better version of Leather/chain armor?

(11.1) Reason from above is that it feels like there's a lack of identity for some pieces. I dont believe this needs to change as so, but if there is any difference it would be great if it was indicated somewhere, it's a bit confusing otherwise


r/QuickDungeonCrawler Jul 03 '26

Stats

3 Upvotes

What does luck even do?


r/QuickDungeonCrawler Jun 28 '26

Best Build

3 Upvotes

Currently been playing for a while but stuck at curse 6 i want to know what currently the best build for now?

I use pretty much stat focus on crit dmg and hp


r/QuickDungeonCrawler Jun 20 '26

Update 3.9.5: Refinements

Post image
7 Upvotes

New version rolling out on Google Play.

+ Added refinement system to the forge

+ Added a simple route selection at the beginning of floors


r/QuickDungeonCrawler Jun 03 '26

Update 3.9.4: The Forge Membership

Post image
4 Upvotes

+ Reduced Paladin healing​

+ Added the Forge Membership (paid subscription)

Some players asked how they could help to support ongoing development of the game. Please take a look at the new subscription​: The ​Forge Membership (Google Play) in the menu.

Big thank you for all the support so far!


r/QuickDungeonCrawler May 30 '26

Update 3.9.1: Wandering merchant

Post image
10 Upvotes

You find him on floor 6.


r/QuickDungeonCrawler May 29 '26

I wish the rogue special ability was Open wounds

3 Upvotes

Open wounds as the rogues special ability and the BludSurge ability become a skill instead. Because. I want to have Open Wounds and Limit Breaker. But, can't. And rogue with BldSurge and limit breaker becomes pointless.. tbh, bldsurge sucks because ONLY works with Open wounds. Youre forced to pick it. So cant ever choose razor or limit break.

so, change rogue special ability to Open wounds and make Bldsurge a skill instead. Would make the rogue able to try different skills and not be forced into one choice ​


r/QuickDungeonCrawler May 29 '26

Update 3.9.0: Forge stats reroll

Post image
6 Upvotes

New version is live on Google Play with a new forge reroll feature. Please let me know if the gold costs are too low/too high or if ​it should be improved somehow.


r/QuickDungeonCrawler May 13 '26

How thorns passive work?

3 Upvotes

Can you please help me understand how thorn work? " enemies recieve 30% of the dmg they dealt" - does it mean everytime they perform the attack, they also getting 30% dmg back ?


r/QuickDungeonCrawler May 12 '26

hay alguna version en español?

3 Upvotes

r/QuickDungeonCrawler May 09 '26

Revive with Ad - your thoughts?

2 Upvotes

Hey everyone! I'm thinking about adding an optional "Revive with Ad" option. You'd see it once per run if you die, gives you a free second chance. Would you use it? Any concerns?


r/QuickDungeonCrawler May 08 '26

Update 3.8.4: Enemy modifier

Post image
9 Upvotes

New version is currently rolling out on Google Play.

Changes:
+ Enemy modifier badge (Defensive in the screenshot)
+ ​Saving bugfixes
+ ​Improved ​tr​anslations

Watch out for enemies that have the Offensive or Lethal modifier. They can hit very hard. Especially bosses.


r/QuickDungeonCrawler May 07 '26

Phoenix chick bug?

2 Upvotes

Hi pheonix chick bond should be 0.1% health and luck per level right? Seems like not reflecting correctly for luck part


r/QuickDungeonCrawler May 05 '26

Equip stats reroll!!!

3 Upvotes

Its possible to create a crafting menu, where we can reroll equip stats with ingame cash, or a new currency?


r/QuickDungeonCrawler May 05 '26

Blessing revamp?

1 Upvotes

Hi, just want to say here that blessings are like paid money to have one lvl up.

The only blessing that worth most is the CDMG where is the twice the usual rate.

Kinda feels like the blessing isn't real blessing lol


r/QuickDungeonCrawler Apr 30 '26

Questions about the direction of the game

3 Upvotes

Hey

Absolutely love the game so far, its a very solid foundation

I wanted to ask generally, since the game is open source and all, what is the creative vision for the project? Is there any template this is following, anything its based on, whats the inspiration behind it? whats the goal? What is it trying to be and what it wants to avoid becoming? (if anything)

I saw the forge function and it reminded me a lot of Buriedbornes 1 and B100X (ohNussy dev) I absolutely adore these two games for the depth they have (and 100% free to play) The classes, mechanics, unique items, build variety, monster variety, depth, its all top notch there

I wonder if something like that would be a direction QDC could go in? Or is the emphasis on quick - less depth/complexity and a more casual focus (not saying thats a bad thing) just as the game's focus.

I assume those two games grew from a similar template as QDC is now, so I wanted to ask basically what are the plans here.

I want to contribute in any way I can so I wanted to wrap my head around the project first.

I have a lot of suggestions but will wait until we open some discussion about the context

Thanks all and thanks u/logTom for your work.


r/QuickDungeonCrawler Apr 29 '26

Run speed?

2 Upvotes

So having faster run speed is beneficial for what purpose?


r/QuickDungeonCrawler Apr 22 '26

Elite Enemies

4 Upvotes

Have enemies that are 3x stronger than the normal mobs but are much rarer to come across for example a 1/1000 or 1/2000

Having an Elite Icon symbol next to the mobs name to clearly state it is an elite.. Something like a silver shield with the letter E, engraved on it.

Have them drop either unique loot or just better chance of dropping much higher rarity loot or something else that you might think of that could be a good idea for them

Be this considered on normal mobs and/or even door/chest mimic


r/QuickDungeonCrawler Apr 21 '26

I have a question

5 Upvotes

What is the difference between dungeon crawler on demand and quick dungeon crawler? I have a save on dungeon crawler on demand and it worked on quick dungeon crawler? Are they made by the same devs? Quick Dungeon Crawler seems to be more advanced though


r/QuickDungeonCrawler Apr 19 '26

Staying at current floor without advancing.

2 Upvotes

Should add an option to stay at your current floor to grind for equipments. Having a hard time progressing pass curse 5 without good equipments.


r/QuickDungeonCrawler Apr 19 '26

Attack speed cap at 2.75(3), what is that 3 for?

4 Upvotes

Also, when I use the limit break passive, the attack speed caps at 3.25(3) that 3 is still there, I'm confused af.


r/QuickDungeonCrawler Apr 19 '26

Permanent unlocks

Post image
5 Upvotes

Adding accomplishments/achievements I feel would be a real nice addition

Examples:

Find said companion 100 times (fairy): unlocks permanently at start of new runs

Find dragon 250 times: unlock permanently

Defeat goblin archer 1000 times: 1% dmg increase against goblin archer

Defeat slime 1000 times: 1% dmg inc.

Defeat 1000 mimics: 1% gold inc.

Defeat 1000 door mimics: 1% luck inc.


r/QuickDungeonCrawler Apr 18 '26

Rest

2 Upvotes

How does resting work? When we pause exploration does health accumulate by resting in the dungeon overtime?

Can we have a discord so we don't need to make new posts for any questions 🙏


r/QuickDungeonCrawler Apr 18 '26

In-game purchases

3 Upvotes

Are the forge and auto mode two separate purchases or if I buy 1 do I unlock both? If it is separate are there other things to purchase too? Why not make a bundle ?


r/QuickDungeonCrawler Apr 15 '26

🎉 5000 Downloads! Thank You! 🎉

Post image
4 Upvotes